This allows code outside of the render pipeline to make proper decisions about how the imbuf of render passes are to be handled. For example, IMB_create_gpu_texture() will now properly select single channel grayscale texture format for depth pass coming from multilayer EXR, additionally solving assert in the GPU compositor code which verifies expected and actual imbuf texture format. Pull Request: https://projects.blender.org/blender/blender/pulls/117184